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Aloro

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Everything posted by Aloro

  1. The amount of experience you get increases with the level of the challenge. The same is true for legacy experience. The fastest way to get legacy experience is thus to quest with your highest level character. If you have a lvl 50, run dailies. Killing foes gives good experience as well, especially if you can find a nice place to farm strong mobs around your level. By way of comparison: leveling a new alt from 1-10 didn't give me as much legacy exp as running one round of Belsavis dailies did, as I recall.
  2. It's a phrase used in Christian music for several centuries. Bach, Mozart, Beethoven etc wrote kyrie masses. There's also an old Mr. Mister song called Kyrie, referring to the same. http://en.wikipedia.org/wiki/Kyrie
  3. Your "insider information" is indistinguishable from wishful thinking mixed with a desire to brag. We're all supposed to be impressed that you know about things that were not disclosed to shareholders, I imagine. The problem is, you have apparent motivation to lie, and I have no reason to trust you when you make statements that seem implausible. But please do prove me wrong! I'd love to see sources.
  4. The single interesting thing in all of this, to me, is the OP's choice of title. How could you have thought, even for a second, that this would be the end of the argument? Even if you had hard data instead of mere speculation (and you do not), people would argue. Remember six weeks ago when EA had its quarterly earnings report? People argued and argued and argued about what the numbers meant, and whether the game was dying or doing well.
  5. He's claiming that this will reset the combat state, so that you can technically use more than one medpack per fight (provided the fight continues after you cloak); this is plausible. It shouldn't however have any impact on the 90s cooldown, regardless.
  6. I wouldn't suggest doing that instead of grouping; only as an option if the groups aren't available. And yes, I try not to spend too much time in General Discussion. The other forums here aren't so bad. Good luck to you!
  7. While getting a full group and running them at level is the designers' plan for how we run flashpoints, I've also run quite a few in duos and solo, to farm gear or experience the story with friends. As a rule of thumb, most players should be able to solo a flashpoint 15 levels below them (and some players will have little trouble soloing a flashpoint 10 levels below them). If your main goal is just to experience the story, you should be able to experience everything through at least Cademimu, and likely the Foundry, alone. Worst case, that's still four more flashpoints you can experience right now.
  8. Please distinguish between "I don't like this" (which is true) and "there is no reason to do this" (which is untrue). The reason was given and is clear; this allows BW to more closely tune encounters (i.e. they can now plan for everyone to use one, and only one medpack per tough fight). You're free to disagree, of course, but that doesn't meant the reason doesn't exist. Did you reset your skill points (because your class might have had enough changes that all your skill points were cleared)? Were any of your core skills rebalanced? Did you read up on the changes and have a good idea how to alter your build/gear/tactics? It sounds like your current difficulties aren't related to medpacks at all.
  9. This is the current speculation, yes. Ice scrabblers are part of the tauntaun diet.
  10. Caveat emptor. Didn't you bother to look into it before you spent 2 million credits?
  11. I'm going to stop you right there. My first char to lvl 50 only did gathering (scavenging/archaeology/slicing post-nerf). He made millions and funded all my other chars. Claiming that gathering professions are not profitable is completely inaccurate. It *is* true that you can make more money, in the long run, by crafting things than by selling raw materials. This however requires a lot of time and effort, and doesn't appeal to everyone. Selling raw materials is absolutely a viable source of income, and I can only imagine that it'll remain at least as viable tomorrow with 1.2.
  12. As of patch 1.2, you can mail items to your alts, regardless of faction. No more Hutt GTN shady-trading needed!
  13. Crafted purples, right now, can have augment slots. Crafted oranges, post 1.2, can also have augment slots. I've asked this elsewhere, but will ask again... what, if any, is the actual difference between a crafted purple shell, and a crafted orange shell, post-1.2? It's my understanding that they function identically; both can have augment slots (when crit crafted), and both have fully extractable mods. The earlier question about why we would want an orange shell over a purple shell remains pertinent.
  14. We have a bugged smart camera now. It's my understanding that 1.2 allows us to toggle it off. However, using some skills forces the non-smart camera to recenter, which is a bug.
  15. People coming over from WoW or LotRO will immediately understand blue and green items. But sure, I think there's something to be said for a system where all items are orange shells (i.e. no green or blue items would exist; purple will be the same as orange anyhow), and item mods can be green/blue/purple.
  16. Thanks, that's pretty interesting to me as a crafter. As to why they didn't make everything shell based, that was explained by a dev quite some time ago. I don't have a link, but my recollection was that green and blue items are for more casual players; you get those in the course of just questing and they're easy to use and upgrade. Orange items provide a lot more flexibility but also more planning, which can be offputting to a novice.
  17. No, I was asking about purple "shell" items in general, not about end gear specifically, and not about the mods that go into the shells. If it's true that there's no functional difference between a purple and an orange item post 1.2, that'll free up crafters to make a LOT of different appearances. That'll also mean it'd be really helpful to have a GTN search category that includes both orange and purple items.
  18. Let's not get worked up about sheer speculation with absolutely no evidence to support it. We don't know how the slots will become available. We don't know if it'll be through the legacy system, or bought with credits, or accomplished in game somehow, or will require a one-time cash outlay, or what. We only know that more slots will be available in the future. Once they tell us how the slots will be implemented, THEN everyone can come unglued and start ranting and raving about how Bioware destroyed the game. At least at that point, irrational anxiety will be expected. Right now, it's just too early.
  19. A legacy is limited to one account and one server. The devs have said they'd like to allow more relationships on family trees in the future, so this might be one such feature, but I'd be amazed if any mechanical benefits were granted, based on a relationship to another char. That'd be too easily exploited.
  20. I'm unclear how orange items will be different from purple items post 1.2. Both will be "shells" from which you can take, or into which you can put (I believe) armoring/mods/enhancements. Both can have augment slots if crafted. So what's the difference?
  21. I agree, by and large, although it's also possible to make a LOT of money if you're willing to play the crafting materials market. Crafting is a good money maker for someone willing to put a lot of time and effort in; having done so though, you're set. This is sometimes true, and worth considering. Your characters are capable of a certain income in credits per hour; that income will vary by level, gear, and skill. If you have a lvl 50 char, for instance, you can run daily quests and make ~100k in an hour. Your income level should determine how many resources you're willing to buy, since e.g. it would make little sense for a level 50 char to spend an hour obtaining mats worth 10k. You could spend that same time making 100k, buy the 10k off the GTN, and pocket the difference. For a lot of chars though, it might not be cost effective to buy materials. You need to compare your potential income to the cost of the mats to make that determination. I think for the OP, this isn't good advice. Given a player who doesn't understand which items to craft, and who doesn't want to be bothered, there's really no reason to put yourself through this. I LOVE crafting, but my first lvl 50 char was strictly a gatherer. He made millions and finances all my alts. Incidentally, that char was in purples from lvl 30 onward. But then I play on a busy server, so I could just buy everything.
  22. Erm, no. A new version was uploaded to the PTR today, but the patch is not on the live servers yet. Given we just had some changes today, it's unlikely that Bioware will have gathered enough feedback to launch next week. I'd guess we'll likely see 1.2 go live on April 10th.
  23. I disagree. Although it's not cost effective, this game allows lowbie chars the option to gather high-level materials via crew skill missions. The result is that it is entirely possible to have a lvl 1 char able to craft lvl 50 gear. This is really only viable if you have funding though, e.g. from a higher-level alt. Anyhow, even without that, it's absolutely possible to craft the stuff you use. I do so on all my chars. It just requires a bit of preparation, as I mentioned above.
  24. The solution is pretty simple: if you want to use the stuff you craft, then you need to put some time into building up your crafting skills. I just put aside a couple of hours every now and then, and burn through tons of materials, RE-ing until I have the recipes I want. If you try to "craft as you go", your recipes won't be caught up to your character level, and you're likely not to have enough materials. I queue up batches then cycle chars, rinse, and repeat. E.g. char A has two companions, each queuing 5 cybertech recipes; char B has three companions, each queueing 5 artifice recipes; and so on. Log in, get them started, then check back in a bit.
  25. Simply put, selling raw materials is overall FAR easier and generally speaking more profitable, than crafting things yourself. You can make an excellent profit through crafting if you're willing to learn which items sell well on your server, but this takes time and patience. Raw materials, on the other hand, are dead easy to sell, and require no planning. Given your concerns about not really understanding what you're doing, I'd strongly recommend taking the easy path. Focus on just gathering materials, and forget making stuff out of them. Archeology is nicely profitable, though you'll want to avoid missions and focus on nodes you find in the wild. Underworld Trading missions are quite profitable; just resell everything you get on the GTN. NEVER, EVER SELL MISSION ITEMS TO A VENDOR. Ouch. That loses you a lot of money. For your third skill, I'd suggest scavenging/biochem/slicing. The first two are nice in that you can collect materials from things you kill, meaning it's essentially just another cash stream with no extra effort needed to collect the stuff. Slicing can be profitable as well; in that case, I'd suggest both collecting nodes in the world, and also running missions. As with UT, sell everything you get on the GTN.
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